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Muhammad Ashraf Fauzi; Zuria Akmal Saad; Muhammad Ariff Aripin; Noraina Mazuin Sapuan – Journal of Computer Assisted Learning, 2025
Background Study: Gamification is an effective and interactive approach to engaging students in teaching and learning. As digital technology develops, higher education institutions (HEIs) must embrace and keep pace with gamification for interactive teaching and learning approaches. Objective: The purpose of this study is to review gamification in…
Descriptors: State of the Art Reviews, Gamification, Game Based Learning, Bibliometrics
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Hui Shi; Nuodi Zhang; Secil Caskurlu; Hunhui Na – Journal of Computer Assisted Learning, 2025
Background: The growth of online education has provided flexibility and access to a wide range of courses. However, the self-paced and often isolated nature of these courses has been associated with increased dropout and failure rates. Researchers employed machine learning approaches to identify at-risk students, but multiple issues have not been…
Descriptors: Artificial Intelligence, Natural Language Processing, Technology Uses in Education, At Risk Students
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Hui-Tzu Hsu; Chih-Cheng Lin – Journal of Computer Assisted Learning, 2024
Background: Behavioural intention (BI) has been predicted using other variables by adopting the technology acceptance model (TAM). However, few studies have examined whether BI can predict learning performance. Objectives: The present study used an extended TAM to investigate whether students' BI is a predictor of their listening learning…
Descriptors: Intention, Vocabulary Development, Handheld Devices, College Students